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| |[[Image: Shredder Rocket Long War.png|center|128x64px]]'''Shredder Rocket''' || -2 || Rocketeer || Grants one additional shredder rocket. || 0 || - || colspan="6" align="center" | N/A | | |[[Image: Shredder Rocket Long War.png|center|128x64px]]'''Shredder Rocket''' || -2 || Rocketeer || Grants one additional shredder rocket. || 0 || - || colspan="6" align="center" | N/A |
| |-align=center | | |-align=center |
− | |[[Image: Hi Cap Mags Long War.png|center|128x64px]]'''Hi Cap Mags''' || -1 || All || Grants +1 ammo capacity for primary weapon (+2 for SAWs). Stacks with bonus ammo from perks and other sources. || 0 || - || colspan="6" align="center" | N/A | + | |[[Image: Hi Cap Mags Long War.png|center|128x64px]]'''Hi Cap Mags''' || -1 || All || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan="6" align="center" | N/A |
| |-align=center | | |-align=center |
| |[[Image: Shredder Ammo.png|center|128x64px]]'''Shredder Ammo''' || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare || 30 || 3|| 0 || 0 || 5 || - | | |[[Image: Shredder Ammo.png|center|128x64px]]'''Shredder Ammo''' || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare || 30 || 3|| 0 || 0 || 5 || - |
Revision as of 16:53, 8 November 2014
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
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In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the "empty hand" button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.
Note that many items listed require Foundry projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn without ending the turn (e.g. a Support may throw a Smoke Grenade and then perform another action).
Soldier Equipment
Protective Items
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.
Protective Items
|
Name |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Ceramic Plates |
-1 |
All |
Provides +1 Armor HP. Cannot be stacked with other plating items. |
0 |
- |
N/A
|
Alloy Plating |
-1 |
All |
Provides +2 Armor HP. Cannot be stacked with other plating items. |
15 |
Alien Materials |
50 |
5 |
0 |
0 |
7 |
-
|
Chitin Plating |
-2 |
All |
Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. |
35 |
Chryssalid Autopsy |
100 |
20 |
0 |
0 |
10 |
10x Chryssalid Carcass
|
Reinforced Armor |
-2 |
All |
Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items. |
15 |
Alien Materials |
90 |
10 |
0 |
0 |
7 |
-
|
Chameleon Suit |
-1 |
Scout |
Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). |
35 |
Seeker Autopsy |
80 |
0 |
5 |
12 |
7 |
-
|
Respirator Implant |
-1 |
All |
Grants immunity to strangulation and partial immunity to acid. |
15 |
Seeker Autopsy |
15 |
0 |
0 |
0 |
3 |
-
|
Impact Vest |
-1 |
Assault |
Grants the Shock-Absorbent Armor perk( 33% damage reduction against attacks within 4 tiles) and + 1 HP. |
50 |
Mobile Power Armor |
100 |
10 |
5 |
5 |
10 |
-
|
Mind Shield |
-1 |
Psionic |
Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic |
55 |
Sectoid Commander Autopsy |
200 |
20 |
30 |
5 |
20 |
5x Sectoid Commander Corpse
|
Psi Screen |
-1 |
Psionic |
Confers +1 DR (vs. Psionic?), but draws -12 Will when equipped |
45 |
Mechtoid Autopsy |
85 |
5 |
10 |
10 |
10 |
1x Mechtoid Core
|
Thrown Devices
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.
Thrown Devices
|
Name |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Battle Scanner |
-1 |
All |
Can be thrown to provide vision for two turns. Reveals cloaked targets |
0 |
- |
N/A
|
Mimic Beacon |
-1 |
All |
When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. |
35 |
Alien Communications Psi Warfare Systems (Foundry) |
25 |
0 |
0 |
0 |
7 |
1xSectoid Corpse
|
Grenades
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.
Grenades
|
Name |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
AP Grenade |
-1 |
All |
Deals 2-6 damage to units not in cover relative to the center of the blast radius. |
0 |
- |
N/A
|
HE Grenade |
-1 |
All |
Deals 1-5 damage to units in blast radius and can destroy cover |
0 |
- |
N/A
|
Alien Grenade |
-1 |
All |
Deals 3-7 damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project. |
0 |
Alien Grenades |
N/A
|
Flashbang Grenade |
-1 |
All |
Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn. Most synthetic/cybernetic and psionic enemies are immune. |
0 |
- |
N/A
|
Smoke Grenade |
-1 |
All |
Confers +20 Defense to units in radius for two turns. |
0 |
- |
N/A
|
Chem Grenade |
-1 |
All |
Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. |
25 |
Thin Man Autopsy |
80 |
0 |
0 |
0 |
5 |
3x Thin Man Corpse
|
Psi Grenade |
-1 |
Psionic |
Has the same effect as a flashbang grenade, but has a larger area of effect. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. |
25 |
Xenopsionics |
50 |
1 |
1 |
1 |
7 |
1xSectoid Corpse
|
Ghost Grenade |
-1 |
Psionic |
Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items still apply. |
35 |
Xenopsionics |
150 |
5 |
15 |
10 |
14 |
5xSeeker wreck
|
Ammunition and damage enhancing equipment
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons' damage reduction ability, so in essence you will inflict always a -2 to the enemy's damage reduction.
Ammunition and damage enhancing equipment
|
Name |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Rocket |
-2 |
Rocketeer |
Grants one additional rocket. |
0 |
- |
N/A
|
Shredder Rocket |
-2 |
Rocketeer |
Grants one additional shredder rocket. |
0 |
- |
N/A
|
Hi Cap Mags |
-1 |
All |
Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. |
0 |
- |
N/A
|
Shredder Ammo |
-1 |
Assault |
Grants the Shredder Ammunition perk. |
30 |
Experimental Warfare |
30 |
3 |
0 |
0 |
5 |
-
|
Armor Piercing Ammo |
-1 |
Gunner |
Reduces enemy damage reduction (including that from cover) by 1.66 |
25 |
Experimental Warfare |
25 |
3 |
0 |
0 |
5 |
-
|
Breaching Ammo |
-1 |
Assault |
Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. |
35 |
Experimental Warfare |
35 |
3 |
0 |
0 |
5 |
-
|
Reaper Rounds |
-1 |
All |
Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. |
25 |
Experimental Warfare |
20 |
0 |
0 |
0 |
7 |
-
|
Alloy-Jacketed Rounds |
-1 |
All |
Increases Ballistic and Gauss weapon damage by 1. |
15 |
Enhanced Ballistics |
20 |
3 |
0 |
0 |
5 |
-
|
Enhanced Beam Optics |
-1 |
All |
Increases Beam and Pulse weapon damage by 1. |
55 |
Enhanced Laser |
35 |
4 |
0 |
1 |
10 |
-
|
Plasma Stellerator |
-1 |
All |
Increases Plasma weapon damage by 1. |
75 |
Enhanced Plasma |
125 |
10 |
10 |
2 |
14 |
-
|
Optics and weapon attachments
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.
Optics and weapon attachments
|
Name |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Laser Sight |
-1 |
All |
Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. |
0 |
- |
N/A
|
SCOPE |
-1 |
All |
Increases aim by +10 for primary weapon and rocket launchers. . Receives +10% Crit chance with Foundry upgrade |
15 |
Alien Weaponry |
80 |
0 |
0 |
0 |
7 |
-
|
Targeting Module |
-1 |
All |
Confers +7 Critical Hit Chance to a soldier's primary weapon. |
15 |
Xenobiology |
20 |
0 |
0 |
0 |
7 |
-
|
Smartgun Kit |
-1 |
Gunner |
Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. |
30 |
Experimental Warfare |
60 |
0 |
0 |
0 |
7 |
-
|
Marksman's Scope |
-1 |
Scout |
Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles). |
20 |
Experimental Warfare |
35 |
0 |
0 |
0 |
7 |
-
|
Alloy Bipod |
0 |
Gunner |
Confers Platform Stability perk. |
25 |
Experimental Warfare |
25 |
2 |
0 |
0 |
5 |
-
|
Neural Gunlink |
-1 |
Psionic |
Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. |
40 |
Xenopsionics |
75 |
3 |
8 |
8 |
7 |
1xSCOPE
|
Miscellaneous Items
Various items and curiosities that could make your life easier or harder, depending on how you use them.
Items for XCom operatives
|
Name |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Miscellaneous Items
|
Alien Trophy |
-1 |
All |
Grants immunity to panic, except Psi Panic |
0 |
- |
N/A
|
Medikit |
-1 |
All |
Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) |
0 |
- |
N/A
|
Combat Stims |
-1 |
All |
Strengthens user's will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns |
40 |
Muton Berserker Autopsy |
180 |
0 |
0 |
2 |
10 |
1xBerserker corpse
|
Arc Thrower |
-2 |
All |
Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% |
20 |
Xenoneurology |
100 |
0 |
0 |
0 |
10 |
-
|
Fuel Cell |
-2 |
All |
Confers additional flight fuel for Archangel and Seraph armors. |
60 |
Antigrav Systems |
50 |
4 |
15 |
0 |
7 |
-
|
Walker Servos |
+2 |
All |
Grants +2 Mobility. |
45 |
Advanced Servomotors |
100 |
5 |
5 |
5 |
10 |
-
|
EXALT HQ Loot
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt.
EXALT HQ Loot
|
Name |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Illuminator Gunsight |
-1 |
All |
Confers Executioner perk and +10% to both Aim and Critical Chance. |
0 |
EXALT Base Assault Loot |
N/A
|
Cognitive Enhancer |
-1 |
All |
Confers +20% Experience. |
0 |
EXALT Base Assault Loot |
N/A
|
Neuroregulator |
-1 |
Psionic |
Confers +20% Psi XP |
0 |
EXALT Base Assault Loot |
N/A
|
MEC and SHIV Equipment
Perk Granting Equipment
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.
Perk Granting Equipment
|
Name |
MEC |
SHIV |
Mob |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Alloy Belt |
|
|
-1 |
Grants Extra Conditioning perk. |
20 |
Alien Materials |
40 |
20 |
0 |
0 |
7 |
-
|
HEAT Ammo |
|
|
-1 |
Grants HEAT Ammo perk, providing additional damage against mechanized units. |
15 |
Alien Materials |
30 |
3 |
0 |
0 |
5 |
-
|
Smartshell Pod |
|
|
-1 |
Grants the Flush ability and provides +5 aim . |
20 |
Experimental Warfare |
30 |
0 |
0 |
0 |
7 |
-
|
Counterfire Pod |
|
|
-1 |
Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. |
40 |
Mechtoid Autopsy |
120 |
0 |
0 |
0 |
10
|
Adaptive Tracking Pod |
|
|
-1 |
Grants the Advanced Fire Control perk. |
20 |
Experimental Warfare |
55 |
0 |
0 |
0 |
7 |
-
|
'Damage Control Pod |
|
|
-1 |
Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. |
25 |
SHIV Defenses |
65 |
5 |
2 |
0 |
10 |
-
|
Holo-Targeter |
|
|
-1 |
Grants Holo-Targeting perk and provides +5 aim. |
15 |
Drone Autopsy |
40 |
0 |
0 |
0 |
7 |
-
|
Weapon Supercooler |
|
|
-1 |
Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. |
55 |
Sectopod Autopsy |
130 |
10 |
5 |
0 |
10 |
-
|
Autosentry Turret |
|
|
-1 |
Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. |
35 |
Cyberdisc Autopsy |
75 |
5 |
0 |
0 |
10 |
-
|
Core Armoring |
|
|
-1 |
Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. |
15 |
SHIV Defenses |
35 |
5 |
0 |
0 |
7 |
-
|
Tactical Sensors |
|
|
-1 |
Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20) |
35 |
Mechtoid Autopsy |
65 |
0 |
0 |
0 |
7 |
1xUFO Flight Computer
|
Damage Enhancing Equipment
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.
Damage Enhancing Equipment
|
Name |
MEC |
SHIV |
Mob |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Depleted Elerium Rounds |
|
|
-1 |
Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. |
15 |
Enhanced Ballistics |
50 |
5 |
1 |
0 |
7 |
-
|
Laser Pumper |
|
|
-1 |
Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. |
55 |
Enhanced Lasers |
75 |
10 |
5 |
0 |
10 |
-
|
Zevatron Booster |
|
|
-1 |
Increases Particle Cannon and Superheavy Plasma damage by 1. |
135 |
Enchanced Plasma |
180 |
20 |
20 |
10 |
14 |
-
|
The Thumper |
|
|
-1 |
Increases Kinetic Strike Damage by 3. |
70 |
Antigrav Systems |
85 |
20 |
15 |
1 |
12 |
-
|
Miscellaneous Equipment
Here you will find various items designed to give your mechanized units more pronounced attributes.
Miscellaneous Equipment
|
Name |
MEC |
SHIV |
Mob |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Autoloader |
|
|
-1 |
Confers 1 additional shot or burst to primary weapon. Stacks with Lock'N'Load. |
10 |
- |
30 |
0 |
0 |
0 |
7 |
-
|
Alloy Carbide Plating |
|
|
-1 |
Increases both DR and HP of the equipped unit by +1. |
35 |
Heavy Floater Autopsy |
90 |
10 |
0 |
5 |
10 |
-
|
Weapon Gyros |
|
|
-1 |
Provides +5 aim and +5 crit. |
12 |
Alien Weaponry |
30 |
0 |
0 |
0 |
7 |
-
|
Battle Computer |
|
|
-1 |
Provides +10 aim, crit chance and defence. |
75 |
Sectopod Autopsy |
300 |
25 |
5 |
25 |
12 |
1xUFO Flight Computer
|
Elerium Turbos |
|
|
+2 |
Increases SHIV/MEC mobility by 2 points. |
45 |
Advanced Servomotors |
30 |
8 |
15 |
10 |
7 |
-
|